Barbarian
Base Class: Barbarian

Without guidance from your forefathers, you are forced to use your own grit and cunning to fight of your opponents. Use nature, and poisons to bolster your weapon. Your rage is drawn from self hatred, your weapon is your only companion, and the natural toxins of the world fill your soul. 

Natural Toxins

When enraged add an extra 1d4 poison damage to one of your weapons. Due to your skillful creation of toxins they last for 1 minute (10 rounds) on the blade.

Blinding dust

A blinding powder crafted from various silts and herbs kept in a waist pouch. When thrown, it disorients those hit. Every creature in a 15 foot cone must make a dexterity check of DC 13 if failed all creatures gain 2 min of disadvantage.

Envenomate

Apply venom to a weapon emboldening it with one of three bonuses. Paralyzing Venom: a venom that slows the opponent giving disadvantage on dexterity saves for two minutes(20 rounds), Mind-numbing Venom: a venom that slows the opponents mind giving disadvantage on all magical attacks on hit for two minutes(20 rounds), and Bursting Venom: a venom that burst the veins of your opponents dealing 2d6 poison damage on hit. Your immense skill in crafting toxins makes your applied venoms last for ten minutes.

Oaken Heart

No longer are you just a barbarian, you are an avatar of nature's rage. You draw power from the greatest of all ancestors, the very wood itself. Though you have no clue how, the great spirits of nature grant you a weapon in your time of need. In the midst of battle, you can draw a wooden spike imbued with nature's cycle of life and death. Even a light thrust from it either breaks down, or builds up a creature. Deal 1d6 poison damage per round for 2 min(20 rounds) or Heal 1d6 damage per round for 2 min(20 rounds).

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2025 4:07:26 AM
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1.0
Coming Soon
11/14/2025 4:30:54 AM
5
0
1.1
Coming Soon

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